How to Create a Roblox Tycoon (Part 2: Buttons & Buying System)

In Part 1, we set up plots and assigned them to players when they joined. Now, we’ll give players the ability to buy items for their Tycoon using buttons.


Step 1: Create a Button

  1. Insert a Part into your game (this will be your button).
    • Shape: Square
    • Color: Red
    • Anchored = true
    • CanCollide = true (optional, gives a “step-on” feel).
  2. Rename it Button.
  3. Add a Tag called Button. (In the Properties → Tags section, click ➕ and type Button).

This button will be the first purchase in your Tycoon.


Step 2: Add Text to the Button

  1. Select the button → click ➕ → insert a BillboardGui.
  2. Inside the BillboardGui, insert a TextLabel.
  3. Adjust the BillboardGui:
    • Adornee = the Button
    • Size = {3,0},{3,0}
    • StudsOffsetWorldSpace = {0,3,0} (moves text above the button)
    • LightInfluence = 0 (always visible).
  4. Adjust the TextLabel:
    • Size = {1,0},{1,0}
    • BackgroundTransparency = 1
    • TextScaled = true
    • Example Text: "Starter Item"
    • TextColor3 = White
    • FontFace = FredokaOne
  5. (Optional) Insert a UIStroke for outlining the text.

Step 3: Create the Item to Buy

  1. Add an object/model to serve as the item (example: a poster, machine, wall, etc.).
  2. Position it where you want it to appear in the Tycoon.
  3. In Properties → Attributes, add a new Number attribute called ID.
    • Example: ID = 1
    • Each item in your Tycoon must have a unique ID.

Step 4: Connect Button to Item

  1. Select your Button.
  2. In Attributes, add a new Number attribute: IDofItemToUnlock = 1 (This must match the ID of the item you want the button to unlock).

Step 5: Organize with a Template Plot

To make your Tycoon scalable, organize everything in a Template Plot:

  1. Create a new Part → rename to TemplatePlot.
  2. Inside it, create two folders:
    • Buttons (move your Button inside)
    • Items (move your Item inside).
  3. Keep the TemplatePlot separate from the player plots (this acts like your “blueprint”).

Step 6: Update the Plot Handler Script

In ServerScriptService, edit your PlotHandler so that when a player is assigned a plot, the buttons from the TemplatePlot get cloned and positioned correctly.

Key logic:

  • Get the relative position of each button in the TemplatePlot.
  • Place it in the same relative position inside the player’s plot.
  • Do the same later for items.

Step 7: Make Buttons Work (Purchasing Items)

When a player steps on a button:

  1. Check if the touch came from a player.
  2. Verify the player is the owner of the plot.
  3. Get the button’s attribute: IDofItemToUnlock.
  4. Find the matching item in the TemplatePlot → Items folder.
  5. Clone the item into the player’s Items folder.
  6. Place it in the correct relative position on the plot.
  7. Destroy the button so it can’t be pressed again.

Example Snippet (simplified logic)

button.Touched:Connect(function(hit)
    local player = game.Players:GetPlayerFromCharacter(hit.Parent)
    if not player then return end

    -- Check ownership
    if plot:GetAttribute("Owner") ~= player.UserId then return end

    -- Get Item ID
    local itemToUnlockID = button:GetAttribute("IDofItemToUnlock")
    if not itemToUnlockID then return end

    -- Find Item in Template
    for _, item in pairs(templateItems:GetChildren()) do
        if item:GetAttribute("ID") == itemToUnlockID then
            local clone = item:Clone()
            clone.Parent = itemsFolder

            -- Position it relative to the plot
            clone.CFrame = plot.CFrame:ToWorldSpace(
                templatePlot.CFrame:ToObjectSpace(item.CFrame)
            )

            break
        end
    end

    -- Remove button after use
    button:Destroy()
end)

Step 8: Test It

  1. Run your game.
  2. Step on the button.
    • The item should appear in the correct location.
    • The button should disappear (so it can’t be reused).

Recap

  • Buttons let players buy items in their Tycoon.
  • Each button and item is linked using a unique ID.
  • Items and buttons are stored in a TemplatePlot and cloned into real plots.
  • Items appear when their button is stepped on.
  • Buttons are destroyed after purchase to prevent repeats.

Next Step

Now that buttons and purchases are working, the next part will add a money system and require players to spend currency before unlocking items.